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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Paradigm smirks, the reign of Overmind ended. He looks around and his mind is already calculating how to study the technology in the room. He starts cataloging everything, letting his nano bots infect every part he can. Earth was theirs again, or at least it would be once the rest of the V’Sori were driven off. Now, the Outsider was offering to have him fight on other worlds. Paradigm shook his head. ”I did not fight for my world just to leave it. I have things I still need to accomplish there and with very few who can or want to stop me, I will finally be able to finish my research. Overmind’s tech is going to help me. I will return to Earth, but I am no hero. I did the necessary evil.” I enjoyed jumping in and playing this one with you guys, but Paradigm has his own agenda and plans to see it to fruition. He will be ‘retiring’ from the game. That said, I am game to create a new character to join the crew, I would just need to know exactly how many power points and advances to give myself as I do so. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Spirit to Recover From Shaken: 1d8 + 1d8 ⇒ (8) + (5) = 131d6 + 1d6 ⇒ (6) + (4) = 10
Shaking himself out of his calculations of error, Paradigm refreshes his shield and takes off into the air, ready to rain fire down on the whole area. Keeping himself in check though, he focuses his ire on Overmind, hoping to end his reign once and for all. SuperSorcery Boosted Plasma Bolt, MAP, 6PP: 1d12 + 1 - 2 - 2 ⇒ (9) + 1 - 2 - 2 = 61d6 + 1 - 2 - 2 ⇒ (1) + 1 - 2 - 2 = -2
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() No worries, I’ll just stand there and try to recover next round. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() I thought when Shaken you couldn’t take actions, only move, else I would definitely use the defend action. Paradigm would normally be flying away using TK anyway, but being Shaken, he can’t use his powers, other than ones that are already on (force field). Does the update include Deluxe Edition? I thought we were still using those rules rather than SWADE. I am also Saving my last Benny for one of those big hits that I am sure will be coming down the pipe. To answer your question GM, Paradigm is simply doing what he thinks is best at the moment, which is getting away from the mooks and recovering enough to go after Overmind. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Spirit to Recover from Shaken: 1d8 ⇒ 11d6 ⇒ 1 Paradigm staggers back as the fists from the robot pass through his shields. ”That will just not do.” he says as he nearly falls backwards, into a control panel. You can see his shield starting to flicker while he attempts to retreat to a safer distance. Attempting to move away from the robot so I can try to recover. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() I’m going to be gone the next few days and I don’t usually post on weekends. I should be back by Monday though! ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Seeing that Enkidu and Flare can do more damage together than he can alone, Paradigm temporarily increases their collective power. SuperSorcery Duplication, 2 Clones, 6PP: 1d12 + 1 - 2 ⇒ (5) + 1 - 2 = 41d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3 Suddenly, where once a single giant Enkidu stood, now there are two. Where Flare was alone, now she has a twin. I’m going to need a ruling on this one, as the Duplicate power says it is for the hero, not others and there are no listed modifiers to add it to another. I did some research and didn’t come up with much in the way of it, but it seems similar to the Super Attributes power, in that it is meant for the hero, not to be used on others. with SuperSorcery, I can see it being used to enhance others’ abilities, like many tropes of that nature. If it doesn’t work, I will just Blast Overmind, as shown Below SuperSorcery Boosted Plasma Beam: 1d12 + 1 - 2 ⇒ (4) + 1 - 2 = 31d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() I like Enkidu’s idea because it gives the boss phases, like we killed the wall, Phase 1. Enkidu destroyed his suit, Phase II, etc. That way it feels like we are making progress, but then we didn’t take him out in one shot. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() SuperSorcery Energy Control (Nullify), 5PP: 1d12 + 1 - 2 ⇒ (4) + 1 - 2 = 31d6 + 1 - 2 ⇒ (3) + 1 - 2 = 2
Paradigm glowers at Overmind. Rather than say anything, he simply acts, focusing on the electricity running through the suit. He redirects it, shorting it into the floors around Overmind. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Negation normally removes traits, but with the leach modifier, it removes powers. I’m using it as a Dispel Magic sort of thing. Whatever is creating it has to roll Spirit v. My 4 to resist. I don’t think that will be a problem for a telepath. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() ”That’s enough of that.”, Paradigm says as he thinks, I would have done the same. His own force field shimmered as he began to say a few words of destruction. SuperSorcery Negate: 1d12 + 1 - 2 ⇒ (3) + 1 - 2 = 21d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1
I don’t think a 4 will take that shield down. 2 bennies remain. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Paradigm did his best to stifle a laugh. Here, the most powerful of all V’Sori, was hiding behind this obvious falsehood of a giant brain. And of course he would give the threat of some contingency plan. Even Paradigm could come up with better ones, and he has, when he was a villain. Wait. I am saving the world from some alien mastermind. They will tout us as heroes… He wanted to continue to ponder that thought, but he had a bug to squash first. SuperSorcery Drain Smarts, Negation 4PP: 1d12 + 1 - 2 ⇒ (5) + 1 - 2 = 41d6 + 1 - 2 + 1d6 ⇒ (6) + 1 - 2 + (3) = 8
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Paradigm ponders the creature’s words for a moment. ”Perhaps. My curiosity begs the question though. If you know all this, then why have you not done anything about it yourself? A being with your power could have easily stopped Overmind and the entire invasion. Is there some sort of geas preventing you from interfering with mortal affairs?” Paradigm’s arrogance was rising. ”Nevermind. I am sure you will spout something about things my mortal mind cannot comprehend and we will then get into an existential argument and frankly, I don’t have time for it. We have a bad guy to kill. Let’s be off.” ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Smarts: 1d10 ⇒ 9 Paradigm pauses for a moment, his arrogance and intellect having an internal dialogue. After a few seconds he speaks. ”As much as I would like to see the Overmind erased from existence and his Empire to shatter, when the dust settles, there will be yet another to take his place and we will be back where we started, though this time with targets painted on our backs. If we choose to have a restrictive block put on him and his people, they will have no choice but to leave our home alone. Will they strike at someone else? Probably, but it is none of our concern.” He pauses looking at each of these villains that have come to work together as a team rather than on their own. ”Still, it seems that most of you are willing to simply end him once and for all, in which case I would put forth this: should they come again, with a new Overmind, we will band together once more to fight. Agreed?” ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() A smug and satisfied look crosses Paradigm’s face as the end of the battle nears. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Let’s see if that +1 makes a difference SuperSorcery Damage Boost, Wounded, Meros Bonus, 6PP: 1d12 + 1 - 1 - 2 ⇒ (6) + 1 - 1 - 2 = 41d6 + 1 - 1 - 2 ⇒ (1) + 1 - 1 - 2 = -1
Determined to end this fight quickly, Paradigm keeps blasting at everything not in his cohort. He knows his frustration is starting to rise and does his best to calm himself before destroying everything. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Ignoring Enkidu’s wound, knowing full well he can’t do anything about it anyway, Paradigm is laser-focused on killing the rest of these goons. His enhanced plasma blast tells them so. SuperSorcery Wounded Boost Plasma Bolt, 6PP: 1d12 - 1 - 2 ⇒ (1) - 1 - 2 = -21d6 - 1 - 2 ⇒ (3) - 1 - 2 = 0
Damage, AP2, Lethal, 4 to Hit: 8d6 + 3d6 ⇒ (1, 6, 5, 6, 2, 2, 4, 6) + (2, 1, 3) = 38
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Sorry, I was typing fast and misread it. It is indeed a five(5). ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Trying again, Paradigm focuses his blast further, hoping to end another soldier.
8 to hit, 21 if no raise, 26 with raise. That should hit and kill something… ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Returning to his usual tactics, Paradigm opens fire on another of the mooks, trying to start picking them off one by one. SuperSorcery Boost Damage on Plasma Bolt, Shooting to Hit, Wounded 6PP: 1d12 - 1 - 2 ⇒ (4) - 1 - 2 = 11d6 - 1 - 2 ⇒ (2) - 1 - 2 = -1
I don’t know what that hit, but it wasn’t a mook. Whatever it is melted though… ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Changing tactics, a large ball of dark matter forms around Paradigm's hand. He points his finger and it goes shooting towards one of the wounded enemy troops. SuperSorcery Antimatter Bolt, 6pp, level 3, heavy, lethal, 4d6 damage. Wounded, Meros Benefit: 1d12 + 1 + 1 - 1 ⇒ (4) + 1 + 1 - 1 = 51d6 + 1 + 1 - 1 ⇒ (3) + 1 + 1 - 1 = 4 Heavy Damage, if a 5 Hits: 4d6 + 1d6 ⇒ (1, 1, 3, 6) + (4) = 15
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Seeing that his power is working, and maybe a little that Enkidu is mostly unscathed, he keeps up the pressure. Unfortunately, he could only keep the portal to the Flames of Phlegethos for so long before it collapsed. He would have to come up with a new strategy, and soon. SuperSorcery, Meros, Wounded, Area, 6PP: 1d12 + 1 + 1 - 2 - 1 ⇒ (2) + 1 + 1 - 2 - 1 = 11d6 + 1 - 2 - 1 ⇒ (1) + 1 - 2 - 1 = -1 ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() ”I hope you can handle the heat!”, Paradigm yells down to Enkidu as he continues to burn the enemy troops. SuperSorcery Fireball, Area, Level One, Wounded6PP[/dice: 1d12 + 1 + 1 - 2 - 1 ⇒ (6) + 1 + 1 - 2 - 1 = 51d6 + 1 - 2 - 1 + 1d6 ⇒ (6) + 1 - 2 - 1 + (5) = 9 Fireball Damage, Large Area, Raise: 3d6 + 1d6 + 1d6 ⇒ (3, 6, 5) + (3) + (4) = 21
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() I rerolled because a 1 on the Skill die causes me Backlash. I thought I spent at least two fighting champion. A soak and a damage boost. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() First let’s see if I am still viable. I will certainly attempt to Soak that, I think that puts me at 3 bennies now. 1 from earlier, 3 now and spending one to Soak. Ow Ow Ow: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (3) = 101d6 + 1 ⇒ (1) + 1 = 2
Paradigm decides to open the portal to the Plane of Fire a little wider and engulf as many of the bad guys as possible. SuperSorcery Fireball, Area, Level One, Wounded6PP: 1d12 + 1 + 1 - 2 - 1 ⇒ (1) + 1 + 1 - 2 - 1 = 01d6 - 2 + 1 - 1 ⇒ (6) - 2 + 1 - 1 = 4
One Benny remains, 26 points of burn damage to a large blast area. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Are their blasters heavy weapons? Paradigm's personal force field has the heavy modifier. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Seeing that the quake was only mildly effective, Paradigm gets ready to end the fight more dramatically. He starts the mental calculations and says the incantations to open a portal to the elemental plane of fire. Fireball, Area, Level One, 6pts: 1d12 + 1 ⇒ (6) + 1 = 71d6 ⇒ 1
I don’’t think that will hurt them near as much. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Mass Battle is nice if you want to simulate stuff that the PCs are NOT part of, just for story reasons, but with that many attacks, I would use group rules combined with support. We know that a max of 4 people can support, as the max bonus is +4, then you can assume that the rest add to the group roll, so they get the Wild Die. Then just group them as needed. That’s how I do it when I have a horde. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() I am spending 5 (2 core, 3 add-on) points on it to also give me the Earth Shake modifier to turn it into a Large Burst. That should catch, at minimum, 4 of them. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() ”Let’s see how many are still standing when I take the rug out from underneath them, then you can have at the rest. We’ll provide fire support from up here.” ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Paradigm RAN is 4. He is flying 10 inches above, in range for his powers and readied quake. His force field, as always, is active. It gives a Heavy Armor bonus, but it is not Deflection. Enkidu and Flare should have Deflection -2 until I come up in the round to break some ground. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Paradigm can fly already and he put the shields up on Enki and Flare. After the first volley, he will then attempt to redirect them with Enki’s idea. His plan is to drop the shields and then use 5 of his 6 points on Earthquake, Basic+Deep, to have them fall in. When they get within range, here is the roll. SuperSorcery Earthquake, 5 pts: 1d12 + 1 - 2 + 1d12 ⇒ (12) + 1 - 2 + (11) = 221d6 - 2 ⇒ (1) - 2 = -1
Paradigm starts focusing and you can see streams of blue power starting to flow around him. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() ”I might be able to cook something up along those lines. As long as they don’t fly like us, it shouldn’t be too difficult. I will have to drop the shields on you two to make something big enough that they can’t just go around.” He listens to Enkidu’s description of the oncoming soldiers, trying to get an idea of what they are up against. Smarts -2: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (2) - 2 = 0 Apparently none of us have ever encountered them before… ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Paradigm, for once in his life, is stunned. Champion, scourge of ”Alright, as much as I would like to celebrate a long awaited victory, this isn’t over yet. Apparently our new ‘friend’ has some more challenges for us to face first.” With that, he checks to make sure his force field is active and then does something he usually doesn’t do, he boosts his comrades defenses as well. SuperSorcery Deflection (6pts, 4 Deflect, 2 Protection): 1d12 + 1 - 2 ⇒ (8) + 1 - 2 = 71d6 - 2 + 1d6 ⇒ (6) - 2 + (4) = 8
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() That puts me up to four bennies I believe. Seeing that his power was able to get through, Paradigm focuses the beam more intensely. Shooting Plasma Blast: 1d6 ⇒ 11d6 + 1d6 ⇒ (6) + (4) = 10
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Deciding the illusion is no longer affecting Champion, Paradigm lets it go, both boosting their own chances of hitting, but also Champion’s. Focusing one last time while he ruminated on a new tactic, he fired a blast at Champion. Shooting: 1d6 ⇒ 51d6 ⇒ 2
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Keeping the illusion up, as it seems to help Enkidu from getting killed. Paardigm, noticing that Champion is still working through his illusion keeps it going a bit longer. In the meantime, he attempts to breakdown Champion’s defenses by shooting through them. Plasma Blast, Shooting: 1d6 ⇒ 41d6 + 1d6 ⇒ (6) + (4) = 10
Paradigm looked for a brief moment as if something had hit him in the face. The pinpoint shot did nothing to Champion’s Armor. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() I can dispel it at will, so if it doesn’t work on him, I’ll drop it so my team is ready to fight if necessary. Second Roll: 1d12 + 3 - 2 ⇒ (1) + 3 - 2 = 21d6 + 3 - 2 + 1d6 ⇒ (6) + 3 - 2 + (5) = 12 ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() I was hoping to use the illusion to cover our team in order to obscure us, but it is up to GM fiat. You are right though, not used to the 6 yet, I'll keep the boost active and that will make the 9 an 11. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Seeing that Champion still can’t seem to be slowed down, Paradigm changes tactics. This time, he tries to nullify some of his power, but not before moving out of his way. He carefully constructs an image in his mind and creates a simulacrum of it in front of Champion. I am presuming that Paradigm would know the team that Champion used to work with. Thus the illusion of the team appearing before him. I am also dropping the SuperSkill so I can use all 4 points to get Obscure with Level 1 Illusion SuperSorcery Illusion Level 1 with Obscurement (-2), 4SPP: 1d12 + 1 - 2 ⇒ (10) + 1 - 2 = 91d6 + 1 - 2 ⇒ (3) + 1 - 2 = 2
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Reroll of TK Strength as per discussion
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Okay, so I edited my character sheet so that I now have SuperSorcery at Level 6 and my Invisibility is now just a spell. I will Reroll the TK strength to keep trying to push Champion back in game. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Re: Super Attribute. I boosted my Super Sorcery Skill, which uses the Super Skill power at 1SPP per increase. I increased it 2 dice, so it should only cost 2SPP, leaving me with 2 remaining. My protection of others was way over my total limit, you are right and that is on me, as I didn’t take into account the costs for multiple people. Even with the Deflection power, it would still cost too much. Overcharging wouldn’t cover it either, but I also read in this version, there is no overcharge. Entangling champion was a use of my Telekinesis power, which is as you call it, “static”, not technically SuperSorcery. I have to roll its Strength (d12) v. his Spirit. I can Reroll that if you want. Or, if you want to call it grappling, I will have to roll Fighting. I do agree though that I should boost SuperSorcery to Level 6 and remove invisibility. I don’t use it often enough to warrant a full power with it. If you’re still willing, I’ll change that right away. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() I’ve spent all my points, but for some reason I had it marked that our max was 9 SPP per power instead of 12. I have two lists in my sheet, my powers list and in spoilers, my commonly used SuperSorcery powers. I put a note in ther to remind myself of the book we use, so as to not mess them up next time. Either way, it sounds like Paradigm is out of the fight, as I assume that powers means all powers and not just SuperSorcery., ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Adding in Backlash roll, which will make me Shaken and disable the Protection on his allies And his boosted SuperSorcery Skill Backlash: 2d6 + 1d6 ⇒ (1, 6) + (1) = 8
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() I will double check the math, as I keep going back and forth between the three versions of Necessary Evil when I work the stats up. I have stayed away from the new SWADE SPC, but I’ll look into it as soon as I get a chance. ![]()
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Did not work the way I planned, but at least we have his attention. A wall suddenly forms in front of Champion, made of the hardest metal Paradigm could think of, while still holding him bound by gravity. Raise Boosted SuperSorcery Barrier, Maintain Power: 1d12 + 3 - 2 - 2 ⇒ (1) + 3 - 2 - 2 = 01d6 + 3 - 2 - 2 + 1d6 ⇒ (6) + 3 - 2 - 2 + (4) = 9
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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 ![]() Paradigm looks over Champion and decides that in order for his plan to succeed, it needs to interfere with the plans of the V’Sori. Working with Destruction has been successful, but not as much as Paradigm would like. Still, nothing would get done while Champion was protecting the V’Sori. That and he would be a thorn in his side for some time to come, even if he did succeed in taking over Destruction’s operations. Time for Champion to die, once and for all. ”Simple, we keep blasting until there is nothing left for the V’Sori to reanimate.” Raise Boosted (4 rounds remain) SuperSorcery Force Control Level 3: 1d12 + 3 - 2 ⇒ (9) + 3 - 2 = 101d6 - 2 ⇒ (2) - 2 = 0
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